In Chapter 4 of the textbook, Willis and Mitchell (2014) discuss the role of video games in learning. While some folks think that gamification is a recent trend, we can find examples of “gamified learning” from the mid-1980s (Knewton, n.d.). Gamification, as the trend is sometimes called, can be an effective tool for instructional designers, teachers, trainers, and facilitators; and it can also be called a useless distraction, pointsification, or mandatory fun. This discussion will be a debate about the merits of gamification in learning.
Debate Grouping (based on the first letter of your last name): B
A-L: Argue against the use of gamification in learningIn your initial post, use research about how the brain learns to justify the appropriateness or inappropriateness of gaming as a learning tool. Whichever position you take, be sure to support your justification with information from the textbook (Willis & Mitchell, 2014) or other scholarly sources such as the Bruder (2015) article listed in the recommended resources section.
- Bruder, P. (2015). Game on: Gamification in the classroom. Educational Digest, 80(7), 56-61. Retrieved from Academic OneFile database.